#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texcoord;
//layout (location = 0) in float x;
//layout (location = 1) in float y;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

struct BHXJVertex
{
    vec3 vertex;
    vec3 normal;
    vec2 texcoord;
};
out BHXJVertex vs_out;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    vs_out.vertex=vec3(model*vec4(aPos,1.0));

    vec3 norv=normalize(vec3(model*vec4(normal,0)));
    vs_out.normal=vec3(projection * view * vec4(norv,0));

    //gl_Position = projection * view * model * vec4(x,y,0, 1.0);

}
